X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=actions1.c;h=db9df8cfcfef2bebc44c8084fab70b716e6727b7;hp=7f06ead0f4cc729eedcff90d9ab47cb86e731b8b;hb=2abc83350422b98bbb8f4f7bdd19290dd9429949;hpb=4fe6286cc6d432104eeb77ecfe4326d35725b445 diff --git a/actions1.c b/actions1.c index 7f06ead..db9df8c 100644 --- a/actions1.c +++ b/actions1.c @@ -1,512 +1,670 @@ #include #include #include "advent.h" -#include "funcs.h" #include "database.h" -/* This stuff was broken off as part of an effort to get the main program - * to compile without running out of memory. We're called with a number - * that says what label the caller wanted to "goto", and we return a - * similar label number for the caller to "goto". +/* + * Action handlers. Eventually we'll do lookup through a method table + * that calls these. Absolutely nothing like the original FORTRAN. */ -/* Analyse a verb. Remember what it was, go back for object if second word - * unless verb is "say", which snarfs arbitrary second word. */ - -int action(FILE *input, long STARTAT) { - switch(STARTAT) { - case 4000: goto L4000; - case 4090: goto L4090; - case 5000: goto L5000; - } - BUG(99); - -L4000: VERB=K; - SPK=ACTSPK[VERB]; - if(WD2 > 0 && VERB != SAY) return(2800); - if(VERB == SAY)OBJ=WD2; - if(OBJ > 0) goto L4090; - -/* Analyse an intransitive verb (ie, no object given yet). */ - - switch (VERB-1) { - case 0: goto L8010; /* CARRY */ - case 1: return(8000); /* DROP */ - case 2: return(8000); /* SAY */ - case 3: goto L8040; /* UNLOC */ - case 4: return(2009); /* NOTHI */ - case 5: goto L8040; /* LOCK */ - case 6: goto L8070; /* LIGHT */ - case 7: goto L8080; /* EXTIN */ - case 8: return(8000); /* WAVE */ - case 9: return(8000); /* CALM */ - case 10: return(2011); /* WALK */ - case 11: goto L9120; /* ATTAC */ - case 12: goto L9130; /* POUR */ - case 13: goto L8140; /* EAT */ - case 14: goto L9150; /* DRINK */ - case 15: return(8000); /* RUB */ - case 16: return(8000); /* TOSS */ - case 17: goto L8180; /* QUIT */ - case 18: return(8000); /* FIND */ - case 19: goto L8200; /* INVEN */ - case 20: return(8000); /* FEED */ - case 21: goto L9220; /* FILL */ - case 22: goto L9230; /* BLAST */ - case 23: goto L8240; /* SCOR */ - case 24: goto L8250; /* FOO */ - case 25: goto L8260; /* BRIEF */ - case 26: goto L8270; /* READ */ - case 27: return(8000); /* BREAK */ - case 28: return(8000); /* WAKE */ - case 29: goto L8300; /* SUSP */ - case 30: goto L8310; /* RESU */ - case 31: goto L8320; /* FLY */ - case 32: goto L8330; /* LISTEN */ - case 33: goto L8340; /* ZZZZ */ - } - BUG(23); - -/* Analyse a transitive verb. */ - -L4090: switch (VERB-1) { - case 0: goto L9010; /* CARRY */ - case 1: goto L9020; /* DROP */ - case 2: goto L9030; /* SAY */ - case 3: goto L9040; /* UNLOC */ - case 4: return(2009); /* NOTHI */ - case 5: goto L9040; /* LOCK */ - case 6: goto L9070; /* LIGHT */ - case 7: goto L9080; /* EXTI */ - case 8: goto L9090; /* WAVE */ - case 9: return(2011); /* CALM */ - case 10: return(2011); /* WALK */ - case 11: goto L9120; /* ATTAC */ - case 12: goto L9130; /* POUR */ - case 13: goto L9140; /* EAT */ - case 14: goto L9150; /* DRINK */ - case 15: goto L9160; /* RUB */ - case 16: goto L9170; /* TOSS */ - case 17: return(2011); /* QUIT */ - case 18: goto L9190; /* FIND */ - case 19: goto L9190; /* INVEN */ - case 20: goto L9210; /* FEED */ - case 21: goto L9220; /* FILL */ - case 22: goto L9230; /* BLAST */ - case 23: return(2011); /* SCOR */ - case 24: return(2011); /* FOO */ - case 25: return(2011); /* BRIEF */ - case 26: goto L9270; /* READ */ - case 27: goto L9280; /* BREAK */ - case 28: goto L9290; /* WAKE */ - case 29: return(2011); /* SUSP */ - case 30: return(2011); /* RESU */ - case 31: goto L9320; /* FLY */ - case 32: return(2011); /* LISTEN */ - case 33: goto L8340; /* ZZZZ */ - } - BUG(24); - -/* Analyse an object word. See if the thing is here, whether we've got a verb - * yet, and so on. Object must be here unless verb is "find" or "invent(ory)" - * (and no new verb yet to be analysed). Water and oil are also funny, since - * they are never actually dropped at any location, but might be here inside - * the bottle or urn or as a feature of the location. */ - -L5000: OBJ=K; - if(!HERE(K)) goto L5100; -L5010: if(WD2 > 0) return(2800); - if(VERB != 0) goto L4090; - SETPRM(1,WD1,WD1X); - RSPEAK(255); - return(2600); - -L5100: if(K != GRATE) goto L5110; - if(game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN; - if(game.loc > 9 && game.loc < 15)K=ENTRNC; - if(K != GRATE) return(8); -L5110: if(K == DWARF && ATDWRF(game.loc) > 0) goto L5010; - if((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; - if(OBJ != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; - OBJ=URN; - goto L5010; -L5120: if(OBJ != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; - OBJ=PLANT2; - goto L5010; -L5130: if(OBJ != KNIFE || game.knfloc != game.loc) goto L5140; - game.knfloc= -1; - SPK=116; - return(2011); -L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190; - OBJ=ROD2; - goto L5010; -L5190: if((VERB == FIND || VERB == INVENT) && WD2 <= 0) goto L5010; - SETPRM(1,WD1,WD1X); - RSPEAK(256); - return(2012); - - - - -/* Routines for performing the various action verbs */ - -/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for - * transitive, plus ten times the verb number. Many intransitive verbs use the - * transitive code, and some verbs use code for other verbs, as noted below. */ - -/* Carry, no object given yet. OK if only one object present. */ - -L8010: if(game.atloc[game.loc] == 0 || game.link[game.atloc[game.loc]] != 0 || ATDWRF(game.loc) > 0) return(8000); - OBJ=game.atloc[game.loc]; +static int bigwords(long foo) +/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. + * Look up WD1 in section 3 of vocab to determine which word we've got. Last + * word zips the eggs back to the giant room (unless already there). */ +{ + int k=VOCAB(foo,3); + SPK=42; + if (game.foobar != 1-k) { + if (game.foobar != 0)SPK=151; + return(2011); + } else { + + game.foobar=k; + if (k != 4) return(2009); + game.foobar=0; + if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) + return(2011); + /* Bring back troll if we steal the eggs back from him before + * crossing. */ + if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0) + game.prop[TROLL]=1; + k=2; + if (HERE(EGGS))k=1; + if (game.loc == PLAC[EGGS])k=0; + MOVE(EGGS,PLAC[EGGS]); + PSPEAK(EGGS,k); + return(2012); + } +} -/* Transitive carry/drop are in separate file. */ +static int bivalve(token_t verb, token_t obj) +/* Clam/oyster actions */ +{ + int k=0; + if (obj == OYSTER)k=1; + SPK=124+k; + if (TOTING(obj))SPK=120+k; + if (!TOTING(TRIDNT))SPK=122+k; + if (verb == LOCK)SPK=61; + if (SPK != 124) + return(2011); + DSTROY(CLAM); + DROP(OYSTER,game.loc); + DROP(PEARL,105); + return(2011); +} -L9010: return(carry()); -L9020: return(discard(false)); +static int blast(void) +/* Blast. No effect unless you've got dynamite, which is a neat trick! */ +{ + if (game.prop[ROD2] < 0 || !game.closed) return(2011); + game.bonus=133; + if (game.loc == 115)game.bonus=134; + if (HERE(ROD2))game.bonus=135; + RSPEAK(game.bonus); + score(0); +} -/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +static int vbreak(token_t obj) +/* Break. Only works for mirror in repository and, of course, the vase. */ +{ + if (obj == MIRROR)SPK=148; + if (obj == VASE && game.prop[VASE] == 0) { + SPK=198; + if (TOTING(VASE))DROP(VASE,game.loc); + game.prop[VASE]=2; + game.fixed[VASE]= -1; + return(2011); + } else { + if (obj != MIRROR || !game.closed) return(2011); + SPK=197; + return(18999); + } +} -L9030: SETPRM(1,WD2,WD2X); - if(WD2 <= 0)SETPRM(1,WD1,WD1X); - if(WD2 > 0)WD1=WD2; - I=VOCAB(WD1,-1); - if(I == 62 || I == 65 || I == 71 || I == 2025 || I == 2034) goto L9035; - RSPEAK(258); - return(2012); -L9035: WD2=0; - OBJ=0; - return(2630); - -/* Lock, unlock, no object given. Assume various things if present. */ - -L8040: SPK=28; - if(HERE(CLAM))OBJ=CLAM; - if(HERE(OYSTER))OBJ=OYSTER; - if(AT(DOOR))OBJ=DOOR; - if(AT(GRATE))OBJ=GRATE; - if(OBJ != 0 && HERE(CHAIN)) return(8000); - if(HERE(CHAIN))OBJ=CHAIN; - if(OBJ == 0) return(2011); - -/* Lock, unlock object. Special stuff for opening clam/oyster and for chain. */ - -L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046; - if(OBJ == DOOR)SPK=111; - if(OBJ == DOOR && game.prop[DOOR] == 1)SPK=54; - if(OBJ == CAGE)SPK=32; - if(OBJ == KEYS)SPK=55; - if(OBJ == GRATE || OBJ == CHAIN)SPK=31; - if(SPK != 31 || !HERE(KEYS)) return(2011); - if(OBJ == CHAIN) goto L9048; - if(!game.closng) goto L9043; - K=130; - if(!game.panic)game.clock2=15; - game.panic=true; - return(2010); - -L9043: K=34+game.prop[GRATE]; - game.prop[GRATE]=1; - if(VERB == LOCK)game.prop[GRATE]=0; - K=K+2*game.prop[GRATE]; - return(2010); - -/* Clam/Oyster. */ -L9046: K=0; - if(OBJ == OYSTER)K=1; - SPK=124+K; - if(TOTING(OBJ))SPK=120+K; - if(!TOTING(TRIDNT))SPK=122+K; - if(VERB == LOCK)SPK=61; - if(SPK != 124) return(2011); - DSTROY(CLAM); - DROP(OYSTER,game.loc); - DROP(PEARL,105); - return(2011); +static int brief(void) +/* Brief. Intransitive only. Suppress long descriptions after first time. */ +{ + SPK=156; + game.abbnum=10000; + game.detail=3; + return(2011); +} -/* Chain. */ -L9048: if(VERB == LOCK) goto L9049; +static int chain(token_t verb) +/* Do something to the bear's chain */ +{ + if (verb != LOCK) { SPK=171; - if(game.prop[BEAR] == 0)SPK=41; - if(game.prop[CHAIN] == 0)SPK=37; - if(SPK != 171) return(2011); + if (game.prop[BEAR] == 0)SPK=41; + if (game.prop[CHAIN] == 0)SPK=37; + if (SPK != 171) return(2011); game.prop[CHAIN]=0; game.fixed[CHAIN]=0; - if(game.prop[BEAR] != 3)game.prop[BEAR]=2; + if (game.prop[BEAR] != 3)game.prop[BEAR]=2; game.fixed[BEAR]=2-game.prop[BEAR]; - return(2011); - -L9049: SPK=172; - if(game.prop[CHAIN] != 0)SPK=34; - if(game.loc != PLAC[CHAIN])SPK=173; - if(SPK != 172) return(2011); + return(2011); + } else { + SPK=172; + if (game.prop[CHAIN] != 0)SPK=34; + if (game.loc != PLAC[CHAIN])SPK=173; + if (SPK != 172) return(2011); game.prop[CHAIN]=2; - if(TOTING(CHAIN))DROP(CHAIN,game.loc); + if (TOTING(CHAIN))DROP(CHAIN,game.loc); game.fixed[CHAIN]= -1; - return(2011); - -/* Light. Applicable only to lamp and urn. */ - -L8070: if(HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)OBJ=LAMP; - if(HERE(URN) && game.prop[URN] == 1)OBJ=OBJ*NOBJECTS+URN; - if(OBJ == 0 || OBJ > NOBJECTS) return(8000); - -L9070: if(OBJ == URN) goto L9073; - if(OBJ != LAMP) return(2011); - SPK=184; - if(game.limit < 0) return(2011); - game.prop[LAMP]=1; - RSPEAK(39); - if(game.wzdark) return(2000); - return(2012); - -L9073: SPK=38; - if(game.prop[URN] == 0) return(2011); - SPK=209; - game.prop[URN]=2; - return(2011); - -/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ + return(2011); + } +} -L8080: if(HERE(LAMP) && game.prop[LAMP] == 1)OBJ=LAMP; - if(HERE(URN) && game.prop[URN] == 2)OBJ=OBJ*NOBJECTS+URN; - if(OBJ == 0 || OBJ > NOBJECTS) return(8000); +static int drink(token_t obj) +/* Drink. If no object, assume water and look for it here. If water is in + * the bottle, drink that, else must be at a water loc, so drink stream. */ +{ + if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) + return(8000); + if (obj != BLOOD) { + if (obj != 0 && obj != WATER)SPK=110; + if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); + game.prop[BOTTLE]=1; + game.place[WATER]=0; + SPK=74; + return(2011); + } else { + DSTROY(BLOOD); + game.prop[DRAGON]=2; + OBJSND[BIRD]=OBJSND[BIRD]+3; + SPK=240; + return(2011); + } +} -L9080: if(OBJ == URN) goto L9083; - if(OBJ == LAMP) goto L9086; - if(OBJ == DRAGON || OBJ == VOLCAN)SPK=146; - return(2011); +static int eat(token_t obj) +/* Eat. Intransitive: assume food if present, else ask what. Transitive: food + * ok, some things lose appetite, rest are ridiculous. */ +{ + if (obj == INTRANSITIVE) { + if (!HERE(FOOD)) + return(8000); + DSTROY(FOOD); + SPK=72; + return(2011); + } else { + if (obj == FOOD) { + DSTROY(FOOD); + SPK=72; + return(2011); + } + if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj == + DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj == + OGRE)SPK=71; + return(2011); + } +} -L9083: game.prop[URN]=game.prop[URN]/2; +static int extinguish(int obj) +/* Extinguish. Lamp, urn, dragon/volcano (nice try). */ +{ + if (obj == INTRANSITIVE) { + if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP; + if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN; + if (obj == 0 || obj > NOBJECTS) return(8000); + } + + if (obj == URN) { + game.prop[URN]=game.prop[URN]/2; SPK=210; - return(2011); - -L9086: game.prop[LAMP]=0; + return(2011); + } + if (obj == LAMP) { + game.prop[LAMP]=0; RSPEAK(40); - if(DARK(0))RSPEAK(16); - return(2012); + if (DARK(0)) + RSPEAK(16); + return(2012); + } + if (obj == DRAGON || obj == VOLCAN) + SPK=146; + return(2011); +} -/* Wave. No effect unless waving rod at fissure or at bird. */ +static int find(token_t obj) +/* Find. Might be carrying it, or it might be here. Else give caveat. */ +{ + if (AT(obj) || + (LIQ(0) == obj && AT(BOTTLE)) || + K == LIQLOC(game.loc) || + (obj == DWARF && ATDWRF(game.loc) > 0)) + SPK=94; + if (game.closed)SPK=138; + if (TOTING(obj))SPK=24; + return(2011); +} -L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29; - if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) - return(2011); - if(HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); - if(SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) goto L9094; - if(game.closed) return(18999); - if(game.closng || !AT(FISSUR)) return(2011); - if(HERE(BIRD))RSPEAK(SPK); - game.prop[FISSUR]=1-game.prop[FISSUR]; - PSPEAK(FISSUR,2-game.prop[FISSUR]); - return(2012); +static int fly(token_t obj) +/* Fly. Snide remarks unless hovering rug is here. */ +{ + if (obj == INTRANSITIVE) { + if (game.prop[RUG] != 2)SPK=224; + if (!HERE(RUG))SPK=225; + if (SPK/2 == 112) return(2011); + obj=RUG; + } + + if (obj != RUG) return(2011); + SPK=223; + if (game.prop[RUG] != 2) return(2011); + game.oldlc2=game.oldloc; + game.oldloc=game.loc; + game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; + SPK=226; + if (game.prop[SAPPH] >= 0)SPK=227; + RSPEAK(SPK); + return(2); +} + +static int inven(token_t obj) +/* Inventory. If object, treat same as find. Else report on current burden. */ +{ + int i; + SPK=98; + for (i=1; i<=NOBJECTS; i++) { + if (i == BEAR || !TOTING(i)) + continue; + if (SPK == 98)RSPEAK(99); + game.blklin=false; + PSPEAK(i,-1); + game.blklin=true; + SPK=0; + } + if (TOTING(BEAR)) + SPK=141; + return(2011); +} -L9094: DROP(JADE,game.loc); - game.prop[JADE]=0; - game.tally=game.tally-1; - SPK=208; - return(2011); +int light(token_t obj) +/* Light. Applicable only to lamp and urn. */ +{ + if (obj == INTRANSITIVE) { + if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP; + if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN; + if (obj == 0 || obj > NOBJECTS) return(8000); + } + + if (obj == URN) { + SPK=38; + if (game.prop[URN] == 0) + return(2011); + SPK=209; + game.prop[URN]=2; + return(2011); + } else { + if (obj != LAMP) return(2011); + SPK=184; + if (game.limit < 0) return(2011); + game.prop[LAMP]=1; + RSPEAK(39); + if (game.wzdark) return(2000); + return(2012); + } +} -/* Attack also moved into separate module. */ +static int listen(void) +/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ +{ + int i, k; + SPK=228; + k=LOCSND[game.loc]; + if (k != 0) { + RSPEAK(labs(k)); + if (k < 0) return(2012); + SPK=0; + } + SETPRM(1,game.zzword,0); + for (i=1; i<=NOBJECTS; i++) { + if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0) + continue; + PSPEAK(i,OBJSND[i]+game.prop[i]); + SPK=0; + if (i == BIRD && OBJSND[i]+game.prop[i] == 8) + DSTROY(BIRD); + } + return(2011); +} -L9120: return(attack(input)); +static int lock(token_t verb, token_t obj) +/* Lock, unlock, no object given. Assume various things if present. */ +{ + int k; + if (obj == INTRANSITIVE) { + SPK=28; + if (HERE(CLAM))obj=CLAM; + if (HERE(OYSTER))obj=OYSTER; + if (AT(DOOR))obj=DOOR; + if (AT(GRATE))obj=GRATE; + if (obj != 0 && HERE(CHAIN)) return(8000); + if (HERE(CHAIN))obj=CHAIN; + if (obj == 0) return(2011); + } + + /* Lock, unlock object. Special stuff for opening clam/oyster + * and for chain. */ + if (obj == CLAM || obj == OYSTER) + return bivalve(verb, obj); + if (obj == DOOR)SPK=111; + if (obj == DOOR && game.prop[DOOR] == 1)SPK=54; + if (obj == CAGE)SPK=32; + if (obj == KEYS)SPK=55; + if (obj == GRATE || obj == CHAIN)SPK=31; + if (SPK != 31 || !HERE(KEYS)) return(2011); + if (obj == CHAIN) + return chain(verb); + if (game.closng) { + SPK=130; + if (!game.panic)game.clock2=15; + game.panic=true; + return(2011); + } + SPK=34+game.prop[GRATE]; + game.prop[GRATE]=1; + if (verb == LOCK)game.prop[GRATE]=0; + SPK=SPK+2*game.prop[GRATE]; + return(2011); +} +static int pour(token_t obj) /* Pour. If no object, or object is bottle, assume contents of bottle. * special tests for pouring water or oil on plant or rusty door. */ - -L9130: if(OBJ == BOTTLE || OBJ == 0)OBJ=LIQ(0); - if(OBJ == 0) return(8000); - if(!TOTING(OBJ)) return(2011); - SPK=78; - if(OBJ != OIL && OBJ != WATER) return(2011); - if(HERE(URN) && game.prop[URN] == 0) goto L9134; - game.prop[BOTTLE]=1; - game.place[OBJ]=0; - SPK=77; - if(!(AT(PLANT) || AT(DOOR))) return(2011); - - if(AT(DOOR)) goto L9132; +{ + if (obj == BOTTLE || obj == 0)obj=LIQ(0); + if (obj == 0) return(8000); + if (!TOTING(obj)) return(2011); + SPK=78; + if (obj != OIL && obj != WATER) return(2011); + if (HERE(URN) && game.prop[URN] == 0) + return fill(URN); + game.prop[BOTTLE]=1; + game.place[obj]=0; + SPK=77; + if (!(AT(PLANT) || AT(DOOR))) + return(2011); + if (!AT(DOOR)) { SPK=112; - if(OBJ != WATER) return(2011); + if (obj != WATER) return(2011); PSPEAK(PLANT,game.prop[PLANT]+3); game.prop[PLANT]=MOD(game.prop[PLANT]+1,3); game.prop[PLANT2]=game.prop[PLANT]; K=NUL; - return(8); - -L9132: game.prop[DOOR]=0; - if(OBJ == OIL)game.prop[DOOR]=1; + return(8); + } else { + game.prop[DOOR]=0; + if (obj == OIL)game.prop[DOOR]=1; SPK=113+game.prop[DOOR]; - return(2011); + return(2011); + } +} -L9134: OBJ=URN; - goto L9220; +static int quit(FILE *input) +/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ +{ + if (YES(input,22,54,54)) + score(1); + return(2012); +} -/* Eat. Intransitive: assume food if present, else ask what. Transitive: food - * ok, some things lose appetite, rest are ridiculous. */ +static int read(FILE *input, token_t obj) +/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ +{ + int i; + if (obj == INTRANSITIVE) { + obj = 0; + for (i=1; i<=NOBJECTS; i++) { + if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0) + obj = obj * NOBJECTS + i; + } + if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000); + } + + if (DARK(0)) { + SETPRM(1,WD1,WD1X); + RSPEAK(256); + return(2012); + } + if (OBJTXT[obj] == 0 || game.prop[obj] < 0) + return(2011); + if (obj == OYSTER && !game.clshnt) { + game.clshnt=YES(input,192,193,54); + return(2012); + } + PSPEAK(obj,OBJTXT[obj]+game.prop[obj]); + return(2012); +} -L8140: if(!HERE(FOOD)) return(8000); -L8142: DSTROY(FOOD); - SPK=72; - return(2011); +static int reservoir(void) +/* Z'ZZZ (word gets recomputed at startup; different each game). */ +{ + if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011); + PSPEAK(RESER,game.prop[RESER]+1); + game.prop[RESER]=1-game.prop[RESER]; + if (AT(RESER)) return(2012); + game.oldlc2=game.loc; + game.newloc=0; + RSPEAK(241); + return(2); +} -L9140: if(OBJ == FOOD) goto L8142; - if(OBJ == BIRD || OBJ == SNAKE || OBJ == CLAM || OBJ == OYSTER || OBJ == - DWARF || OBJ == DRAGON || OBJ == TROLL || OBJ == BEAR || OBJ == - OGRE)SPK=71; - return(2011); +static int rub(token_t obj) +/* Rub. Yields various snide remarks except for lit urn. */ +{ + if (obj != LAMP)SPK=76; + if (obj != URN || game.prop[URN] != 2) return(2011); + DSTROY(URN); + DROP(AMBER,game.loc); + game.prop[AMBER]=1; + game.tally=game.tally-1; + DROP(CAVITY,game.loc); + SPK=216; + return(2011); +} -/* Drink. If no object, assume water and look for it here. If water is in - * the bottle, drink that, else must be at a water loc, so drink stream. */ +static int say(void) +/* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */ +{ + /* FIXME: ugly use of globals */ + SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X); + if (WD2 > 0)WD1=WD2; + int wd=VOCAB(WD1,-1); + if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) { + WD2=0; + return(2630); + } + RSPEAK(258); + return(2012); -L9150: if(OBJ == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE))) - return(8000); - if(OBJ == BLOOD) goto L9153; - if(OBJ != 0 && OBJ != WATER)SPK=110; - if(SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011); - game.prop[BOTTLE]=1; - game.place[WATER]=0; - SPK=74; - return(2011); +} -L9153: DSTROY(BLOOD); - game.prop[DRAGON]=2; - OBJSND[BIRD]=OBJSND[BIRD]+3; - SPK=240; - return(2011); +static int vscore(void) +/* Score. Call scoring routine but tell it to return. */ +{ + score(-1); + return(2012); +} -/* Rub. Yields various snide remarks except for lit urn. */ +static int wake(token_t obj) +/* Wake. Only use is to disturb the dwarves. */ +{ + if (obj != DWARF || !game.closed) return(2011); + SPK=199; + return(18999); +} -L9160: if(OBJ != LAMP)SPK=76; - if(OBJ != URN || game.prop[URN] != 2) return(2011); - DSTROY(URN); - DROP(AMBER,game.loc); - game.prop[AMBER]=1; +static int wave(token_t obj) +/* Wave. No effect unless waving rod at fissure or at bird. */ +{ + if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29; + if (obj != ROD || + !TOTING(obj) || + (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) + return(2011); + if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2); + if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) { + DROP(JADE,game.loc); + game.prop[JADE]=0; game.tally=game.tally-1; - DROP(CAVITY,game.loc); - SPK=216; - return(2011); - -/* Throw moved into separate module. */ - -L9170: return(throw(input)); - -/* Quit. Intransitive only. Verify intent and exit if that's what he wants. */ - -L8180: if(YES(input,22,54,54)) score(1); - return(2012); - -/* Find. Might be carrying it, or it might be here. Else give caveat. */ - -L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(game.loc) || (OBJ == - DWARF && ATDWRF(game.loc) > 0))SPK=94; - if(game.closed)SPK=138; - if(TOTING(OBJ))SPK=24; - return(2011); - -/* Inventory. If object, treat same as find. Else report on current burden. */ - -L8200: SPK=98; - /* 8201 */ for (I=1; I<=NOBJECTS; I++) { - if(I == BEAR || !TOTING(I)) goto L8201; - if(SPK == 98)RSPEAK(99); - game.blklin=false; - PSPEAK(I,-1); - game.blklin=true; - SPK=0; -L8201: /*etc*/ ; - } /* end loop */ - if(TOTING(BEAR))SPK=141; - return(2011); + SPK=208; + return(2011); + } else { + if (game.closed) return(18999); + if (game.closng || !AT(FISSUR)) return(2011); + if (HERE(BIRD))RSPEAK(SPK); + game.prop[FISSUR]=1-game.prop[FISSUR]; + PSPEAK(FISSUR,2-game.prop[FISSUR]); + return(2012); + } +} -/* Feed/fill are in the other module. */ +/* This stuff was broken off as part of an effort to get the main program + * to compile without running out of memory. We're called with a number + * that says what label the caller wanted to "goto", and we return a + * similar label number for the caller to "goto". + */ -L9210: return(feed()); -L9220: return(fill()); +/* Analyse a verb. Remember what it was, go back for object if second word + * unless verb is "say", which snarfs arbitrary second word. + */ -/* Blast. No effect unless you've got dynamite, which is a neat trick! */ +int action(FILE *input, long STARTAT, long verb, long obj) { + int kk; + switch(STARTAT) { + case 4000: goto L4000; + case 4090: goto L4090; + case 5000: goto L5000; + } + BUG(99); -L9230: if(game.prop[ROD2] < 0 || !game.closed) return(2011); - game.bonus=133; - if(game.loc == 115)game.bonus=134; - if(HERE(ROD2))game.bonus=135; - RSPEAK(game.bonus); - score(0); +L4000: + SPK=ACTSPK[verb]; + if (WD2 > 0 && verb != SAY) return(2800); + if (verb == SAY)obj=WD2; + if (obj > 0) goto L4090; -/* Score. Call scoring routine but tell it to return. */ +/* Analyse an intransitive verb (ie, no object given yet). */ -L8240: score(-1); - SETPRM(1,SCORE,MXSCOR); - SETPRM(3,game.turns,game.turns); - RSPEAK(259); - return(2012); + switch (verb-1) { + case 0: /* CARRY */ goto L8010; + case 1: /* DROP */ return(8000); + case 2: /* SAY */ return(8000); + case 3: /* UNLOC */ goto L8040; + case 4: /* NOTHI */ return(2009); + case 5: /* LOCK */ goto L8040; + case 6: /* LIGHT */ goto L8070; + case 7: /* EXTIN */ goto L8080; + case 8: /* WAVE */ return(8000); + case 9: /* CALM */ return(8000); + case 10: /* WALK */ return(2011); + case 11: /* ATTAC */ goto L9120; + case 12: /* POUR */ goto L9130; + case 13: /* EAT */ goto L8140; + case 14: /* DRINK */ goto L9150; + case 15: /* RUB */ return(8000); + case 16: /* TOSS */ return(8000); + case 17: /* QUIT */ goto L8180; + case 18: /* FIND */ return(8000); + case 19: /* INVEN */ goto L8200; + case 20: /* FEED */ return(8000); + case 21: /* FILL */ goto L9220; + case 22: /* BLAST */ goto L9230; + case 23: /* SCOR */ goto L8240; + case 24: /* FOO */ goto L8250; + case 25: /* BRIEF */ goto L8260; + case 26: /* READ */ goto L8270; + case 27: /* BREAK */ return(8000); + case 28: /* WAKE */ return(8000); + case 29: /* SUSP */ goto L8300; + case 30: /* RESU */ goto L8310; + case 31: /* FLY */ goto L8320; + case 32: /* LISTE */ goto L8330; + case 33: /* ZZZZ */ goto L8340; + } + BUG(23); -/* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order. - * Look up WD1 in section 3 of vocab to determine which word we've got. Last - * word zips the eggs back to the giant room (unless already there). */ +/* Analyse a transitive verb. */ -L8250: K=VOCAB(WD1,3); - SPK=42; - if(game.foobar == 1-K) goto L8252; - if(game.foobar != 0)SPK=151; - return(2011); +L4090: switch (verb-1) { + case 0: /* CARRY */ goto L9010; + case 1: /* DROP */ goto L9020; + case 2: /* SAY */ goto L9030; + case 3: /* UNLOC */ goto L9040; + case 4: /* NOTHI */ return(2009); + case 5: /* LOCK */ goto L9040; + case 6: /* LIGHT */ goto L9070; + case 7: /* EXTI */ goto L9080; + case 8: /* WAVE */ goto L9090; + case 9: /* CALM */ return(2011); + case 10: /* WALK */ return(2011); + case 11: /* ATTAC */ goto L9120; + case 12: /* POUR */ goto L9130; + case 13: /* EAT */ goto L9140; + case 14: /* DRINK */ goto L9150; + case 15: /* RUB */ goto L9160; + case 16: /* TOSS */ goto L9170; + case 17: /* QUIT */ return(2011); + case 18: /* FIND */ goto L9190; + case 19: /* INVEN */ goto L9190; + case 20: /* FEED */ goto L9210; + case 21: /* FILL */ goto L9220; + case 22: /* BLAST */ goto L9230; + case 23: /* SCOR */ return(2011); + case 24: /* FOO */ return(2011); + case 25: /* BRIEF */ return(2011); + case 26: /* READ */ goto L9270; + case 27: /* BREAK */ goto L9280; + case 28: /* WAKE */ goto L9290; + case 29: /* SUSP */ return(2011); + case 30: /* RESU */ return(2011); + case 31: /* FLY */ goto L9320; + case 32: /* LISTE */ return(2011); + case 33: /* ZZZZ */ goto L8340; + } + BUG(24); -L8252: game.foobar=K; - if(K != 4) return(2009); - game.foobar=0; - if(game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) - return(2011); -/* Bring back troll if we steal the eggs back from him before crossing. */ - if(game.place[EGGS] == 0 && game.place[TROLL] == 0 && game.prop[TROLL] == - 0)game.prop[TROLL]=1; - K=2; - if(HERE(EGGS))K=1; - if(game.loc == PLAC[EGGS])K=0; - MOVE(EGGS,PLAC[EGGS]); - PSPEAK(EGGS,K); - return(2012); +/* Analyse an object word. See if the thing is here, whether we've got a verb + * yet, and so on. Object must be here unless verb is "find" or "invent(ory)" + * (and no new verb yet to be analysed). Water and oil are also funny, since + * they are never actually dropped at any location, but might be here inside + * the bottle or urn or as a feature of the location. */ -/* Brief. Intransitive only. Suppress long descriptions after first time. */ +L5000: obj=K; + if (!HERE(K)) goto L5100; +L5010: if (WD2 > 0) return(2800); + if (verb != 0) goto L4090; + SETPRM(1,WD1,WD1X); + RSPEAK(255); + return(2600); -L8260: SPK=156; - game.abbnum=10000; - game.detail=3; +L5100: if (K != GRATE) goto L5110; + if (game.loc == 1 || game.loc == 4 || game.loc == 7)K=DPRSSN; + if (game.loc > 9 && game.loc < 15)K=ENTRNC; + if (K != GRATE) return(8); +L5110: if (K == DWARF && ATDWRF(game.loc) > 0) goto L5010; + if ((LIQ(0) == K && HERE(BOTTLE)) || K == LIQLOC(game.loc)) goto L5010; + if (obj != OIL || !HERE(URN) || game.prop[URN] == 0) goto L5120; + obj=URN; + goto L5010; +L5120: if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0) goto L5130; + obj=PLANT2; + goto L5010; +L5130: if (obj != KNIFE || game.knfloc != game.loc) goto L5140; + game.knfloc= -1; + SPK=116; return(2011); - -/* Read. Print stuff based on objtxt. Oyster (?) is special case. */ - -L8270: for (I=1; I<=NOBJECTS; I++) { - if(HERE(I) && OBJTXT[I] != 0 && game.prop[I] >= 0)OBJ=OBJ*NOBJECTS+I; - } /* end loop */ - if(OBJ > NOBJECTS || OBJ == 0 || DARK(0)) return(8000); - -L9270: if(DARK(0)) goto L5190; - if(OBJTXT[OBJ] == 0 || game.prop[OBJ] < 0) return(2011); - if(OBJ == OYSTER && !game.clshnt) goto L9275; - PSPEAK(OBJ,OBJTXT[OBJ]+game.prop[OBJ]); - return(2012); - -L9275: game.clshnt=YES(input,192,193,54); +L5140: if (obj != ROD || !HERE(ROD2)) goto L5190; + obj=ROD2; + goto L5010; +L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; + SETPRM(1,WD1,WD1X); + RSPEAK(256); return(2012); -/* Break. Only works for mirror in repository and, of course, the vase. */ - -L9280: if(OBJ == MIRROR)SPK=148; - if(OBJ == VASE && game.prop[VASE] == 0) goto L9282; - if(OBJ != MIRROR || !game.closed) return(2011); - SPK=197; - return(18999); - -L9282: SPK=198; - if(TOTING(VASE))DROP(VASE,game.loc); - game.prop[VASE]=2; - game.fixed[VASE]= -1; - return(2011); -/* Wake. Only use is to disturb the dwarves. */ +/* Statement numbers in this section are 8000 for intransitive verbs, 9000 for + * transitive, plus ten times the verb number. Many intransitive verbs use the + * transitive code, and some verbs use code for other verbs, as noted below. */ -L9290: if(OBJ != DWARF || !game.closed) return(2011); - SPK=199; - return(18999); +L8010: return carry(INTRANSITIVE); +L9010: return carry(obj); +L9020: return discard(obj, false); +L9030: return say(); +L8040: return lock(verb, INTRANSITIVE); +L9040: return lock(verb, obj); +L9046: return bivalve(verb, obj); +L9048: return chain(verb); +L8070: return light(INTRANSITIVE); +L9070: return light(obj); +L8080: return extinguish(INTRANSITIVE); +L9080: return extinguish(obj); +L9090: return wave(obj); +L9120: return attack(input, verb, obj); +L9130: return pour(obj); +L8140: return eat(INTRANSITIVE); +L9140: return eat(obj); +L9150: return drink(obj); +L9160: return rub(obj); +L9170: return throw(input, verb, obj); +L8180: return quit(input); +L9190: return find(obj); +L8200: return inven(obj); +L9210: return feed(obj); +L9220: return fill(obj); +L9230: return blast(); +L8240: return vscore(); +L8250: return bigwords(WD1); +L8260: return brief(); +L8270: return read(input, INTRANSITIVE); +L9270: return read(input, obj); +L9280: return vbreak(obj); +L9290: return wake(obj); /* Suspend. Offer to save things in a file, but charging some points (so * can't win by using saved games to retry battles or to start over after @@ -514,19 +672,19 @@ L9290: if(OBJ != DWARF || !game.closed) return(2011); L8300: SPK=201; RSPEAK(260); - if(!YES(input,200,54,54)) return(2012); + if (!YES(input,200,54,54)) return(2012); game.saved=game.saved+5; - KK= -1; + kk= -1; /* This next part is shared with the "resume" code. The two cases are * distinguished by the value of kk (-1 for suspend, +1 for resume). */ L8305: DATIME(&I,&K); K=I+650*K; - SAVWRD(KK,K); + SAVWRD(kk,K); K=VRSION; SAVWRD(0,K); - if(K != VRSION) goto L8312; + if (K != VRSION) goto L8312; /* Herewith are all the variables whose values can change during a game, * omitting a few (such as I, J, ATTACK) whose values between turns are * irrelevant and some whose values when a game is @@ -536,9 +694,9 @@ L8305: DATIME(&I,&K); SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng); SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest); SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie); - SAVWDS(OBJ,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); + SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup); SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]); - SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); + SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]); SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K); SAVARR(game.abbrev,LOCSIZ); SAVARR(game.atloc,LOCSIZ); @@ -551,20 +709,20 @@ L8305: DATIME(&I,&K); SAVARR(game.odloc,NDWARVES); SAVARR(game.place,NOBJECTS); SAVARR(game.prop,NOBJECTS); - SAVWRD(KK,K); - if(K != 0) goto L8318; + SAVWRD(kk,K); + if (K != 0) goto L8318; K=NUL; game.zzword=RNDVOC(3,game.zzword); - if(KK > 0) return(8); + if (kk > 0) return(8); RSPEAK(266); exit(0); /* Resume. Read a suspended game back from a file. */ -L8310: KK=1; - if(game.loc == 1 && game.abbrev[1] == 1) goto L8305; +L8310: kk=1; + if (game.loc == 1 && game.abbrev[1] == 1) goto L8305; RSPEAK(268); - if(!YES(input,200,54,54)) return(2012); + if (!YES(input,200,54,54)) return(2012); goto L8305; L8312: SETPRM(1,K/10,MOD(K,10)); @@ -575,51 +733,8 @@ L8312: SETPRM(1,K/10,MOD(K,10)); L8318: RSPEAK(270); exit(0); -/* Fly. Snide remarks unless hovering rug is here. */ - -L8320: if(game.prop[RUG] != 2)SPK=224; - if(!HERE(RUG))SPK=225; - if(SPK/2 == 112) return(2011); - OBJ=RUG; - -L9320: if(OBJ != RUG) return(2011); - SPK=223; - if(game.prop[RUG] != 2) return(2011); - game.oldlc2=game.oldloc; - game.oldloc=game.loc; - game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc; - SPK=226; - if(game.prop[SAPPH] >= 0)SPK=227; - RSPEAK(SPK); - return(2); - -/* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */ - -L8330: SPK=228; - K=LOCSND[game.loc]; - if(K == 0) goto L8332; - RSPEAK(labs(K)); - if(K < 0) return(2012); - SPK=0; -L8332: SETPRM(1,game.zzword,0); - /* 8335 */ for (I=1; I<=NOBJECTS; I++) { - if(!HERE(I) || OBJSND[I] == 0 || game.prop[I] < 0) goto L8335; - PSPEAK(I,OBJSND[I]+game.prop[I]); - SPK=0; - if(I == BIRD && OBJSND[I]+game.prop[I] == 8)DSTROY(BIRD); -L8335: /*etc*/ ; - } /* end loop */ - return(2011); - -/* Z'ZZZ (word gets recomputed at startup; different each game). */ - -L8340: if(!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011); - PSPEAK(RESER,game.prop[RESER]+1); - game.prop[RESER]=1-game.prop[RESER]; - if(AT(RESER)) return(2012); - game.oldlc2=game.loc; - game.newloc=0; - RSPEAK(241); - return(2); - +L8320: return fly(INTRANSITIVE); +L9320: return fly(obj); +L8330: return listen(); +L8340: return reservoir(); }